Delta Fork: Introduction and Progress #15
Replies: 9 comments 4 replies
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Additional Scan Information and modular access (#2)This feature adds:
No changes planned Got implemented to enable a more strategic gameplay, give the player access to more information that they can use in combat |
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Lateral Thrust and Drag Reduction (#10)This feature adds:
Planned changes:
Implemented to make smaller ships more useful in combat. Associated PRs:
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Adding Player in-flight information (#11)Adds indicators on the right side that inform the player of their flagship's current:
Flagship motion indicator
No changes planned Added to make it easier for the player to notice where and how they are moving. |
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Limited Turret Arcs (#18)Allow limiting the angle that turrets can aim and fire both from ship's hardpoint and the weapon itself. Will use the most limiting of the two if both exist. Unlike the previous PR, the arc is relative to baseAngle/idleAngle as I think it is more intuitive and easier to visualize. Now first arc value have to be less than second arc value. PRing this to Delta fork experimental branch because I think it's can greatly affect combat gameplay especially when used along side other potential balance changes like large difference in speed between large and small ships as well as new fighter AI in #17 . Planned changes:
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Limit number of fleets & spawn specified number when entering system (#24)Feature Details (copied from UnorderedSigh's PR)
Syntax: system
fleet "Fleet name" <period>
period <period> # alternative to <period> at top line
limit <limit> # No more than this many can spawn with the same category
non-disabled limit <limit> # No more than this many can spawn with the same category,
# ignoring fleets of all disabled ships
initial count <count> # Ensure this many have spawned when system is entered (overrides limit)
category "fleet category" # The category of the fleet; multiple fleets can have the same category
# Normally, the game will not spawn random event fleets if the side is too
# much stronger than its enemies. This flag tells the Engine to ignore that:
ignore enemy strength
# There is a loop during system entry where the engine will spawn
# 5 seconds of ships, which causes problems for integration tests.
# This option turns it off for one fleet
skip system entry All arguments are optional, except the fleet name. The default category is "fleet name@system" so the limits and initial counts only apply to that fleet in that system if you give it no category. The Engine will keep track of fleets as they despawn. However, disabled ships have not despawned, so if there's a Usage Examples
If the period, limit, and initial count, are connected to conditions, then we can do this:
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Use a separate folder for saves/plugins (#78)This moves all the Delta files over into their own unique folder so that it will have separate preferences, saves, plugins, errors.txt, etc from the regular alpha/beta version of ES. Before this, preferences from ESD that didn't exist in ES would be erased, while preferences that didn't exist in ES would be blank/default when copied into ESD. |
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Scaling Sol (and potentially other interesting things) (#52)This is expanding Sol to show what is possible when the system is larger and has more places for traffic to go internally. The end goal is to be big enough that it provides meaningful terrain for combat as a model for future endeavors. Makes combat much more interesting in-system, and if there are ever storyline battles in Sol, there could be guerrilla tactics. |
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PylonsWith the introduction of Pylons, we now have three hardpoints to use in defining a ship's weaponry:
All the relevant weaponry has been modified to use the new slots, and all ships that had rockets, missiles, or torpedoes installed stock or variants have had enough pylons added to enable those to fit. I do not anticipate changing any of the ship loadouts to increase the amount of weaponry carried, as I don't see any gameplay benefit to making NPCs more deadly. In terms of balancing, so long as stock and variants are not revised to have more weaponry I don't see a balance problem. The exceptioin is probably primary weapons. One of the points of having pylons is to allow for ships to still have primary weapons instead of it being either/or situations. Weapon space will still be a heavy restriction, but a little more flexibility in using it. Other games (such as EV) don't limit the secondaries at all other than the outfit space itself without problems, so while balancing in the future may be required, I don't see an imminent need for it. Likewise, if the player happens to manage to be a bit deadlier than the NPCs, I don't see a problem with that. |
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How?git branch delta-experimental
git switch delta-experimental
git remote add -t experimental endless-sky-delta-experimental http://github.com/endless-sky/Endless-Sky-Delta.git
git reset --hard endless-sky-delta-experimental/experimental
git pull endless-sky-delta-experimental experimental -f --rebase
clear && cmake --build --preset linux-debug && ./build/linux/Debug/endless-sky |
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Introduction
This is the Delta fork of endless-sky.
If you do not know what the Delta fork is, I strongly suggest you visit the wiki to inform yourself.
This discussion is made to keep everyone up to date with what goals are being worked on and what new changes got recently introduced.
You want to say something? Sure...
...but I ask you to conform to two points:
How do I get involved?
Nothing easier than that, just write an issue if you want to request something specific or open a PR if you have something that you want some testing on.
I can not promise you that it will be accepted but we try to allow as much radical changes as possible.
Style guide on a comment on this discussion:
I expect something like this:
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